1. #1

    [Class Concepts] Race Paragons

    After my comment about Teriz Shadow Hunter class concept feeling a bit more like a "Troll Class" to me, I thought "Well, Race Classes are cool actually." They could strengthen race fantasy, make some beloved units from the RTS past playable and ensure that some of the currently missing fantasies are given to the appropriate races of characters.

    I ended up throwing ideas for every race, but I only elaborated on a few of them : Orcs and Mag'har, Base Humans, Goblins, Gnomes and Mechagnomes, Pandaren, Worgen.

    You may notice some weirdness, like the Orc class wearing Plate, although the presented specs typically wear leather and harness. That is because I tried to conform to the standards of gameplay to some extent, like Plate being the armor that typically grants the Strength stat. And given we're at a time in the game where cosmetics have become common, I don't think it's much of a problem to rely on cosmetic sets to give those classes their appropriate look.

    You may also notice the uneven icons used to illustrate the spec. That is because I found them in various sources (Warcraft 2 and 3 guides, WoW icons, HotS wiki...) and didn't resize them prior to their uploading. But I can't find how to resize them into the [IMG] tag, so if anyone knows, please just tell me !

    - Orc/Mag’har - Plate - 2H Axe, Mace, Sword - Strength

    Ressource : Bloodlust/Savagery - Works similar to Rage. A resource that increases when you deal or receive damage and that you spend for your abilities.


    Common abilities
    Looting : You get bonus money from loot for the percent of damage you inflicted in the fight.
    Headbutt : Interrupt
    For the Horde ! : Grants bonus movement and attack speed
    Wake up Peon ! : Hit an ally with your Booterang to dispel a sleep, charm or fear. If you successfully dispel such a status, the ally gains attack speed.

    Blademaster - DPS

    The Blademaster is pure orcish martial discipline. Although the whole class relies on parrying, the Blademasters actually unlock other abilities when they successfully parry attacks.

    Mastery : Opportunity - Parrying unlocks some abilities. This mastery grants a bonus to the effects of those abilities.
    Mirror Strike : After Parrying, a clone strikes the target with a critical hit.
    Wind Kick : After Parrying, bumps the target with a kick.
    Tenacity : After Parrying, you heal for a few seconds.
    Wind Walk : Grants stealth, makes the next strike critical.
    Mirror Images : Summons clones who will get the focus of the target. Allows Wind walking in combat.
    Blademaster Storm : Consumes Bloodlust/Savagery every second. Lasts as long as your bar isn’t empty.
    Blademaster Fury : Mirror Images replicate the Bladestorm.

    Raider - DPS

    The Raider gets some light Support elements, mainly in weakening enemies and strengthening allies.

    Mastery : Leading the way - Parrying increases the damages of allies on the target
    Wolf Mount : You fight mounted. Increases movement speed. The wolf will attack after a parry.
    Net : Grabs the opponent and leaves it stunned at your feet.
    Intimidating Snarl : Reduces the damages done by enemies to allies.
    Victorious Howl : Passive. When you kill an enemy, increases the movement speed of allies.
    Driving the prey : Attack that increases critical hit chances of the allies on the target.
    Raider’s Stampede : A Blood Lust. This class obviously needed one.

    Grunt - Tank

    The Grunts went from brutes specialized in looting to protectors of the orcish cities. Their main tactic is to gang up on an enemy until they kneel before their number and strength.

    Mastery : Stalling - Parrying grants absorption.
    Invective : A taunt.
    Retort : Parrying triggers a counterattack.
    Honor of the Protector : Passive that increases chances to parry.
    Endure : Instant cast that provides some absorption. Remaining absorption at the end of the effect gets converted into Bloodlust / Savagery.
    All out ! : A strike that consumes absorption to increase damages.
    Saurfang’s Hommage : Charged cleave attack. Initially deals bleeding damage over time. The more you charge, the more direct damage you deal. Max charge pierces enemy armor.

    ---------------------------------------------------------------

    - Human - Plate - Shield, 1H Sword, Mace, Axe - Strength

    Ressource : Resolve - Similar to Focus, you spend it on abilities and it regen over time.


    Common abilities
    Bastion : Any movement impairing effect grants you additional armor.
    Shield Bash : Your interrupt.
    Call to Arms : Turns your allies into Militia, giving them a shield to block attacks and a sword and do melee auto attacks, for a fair part of your own DPS.
    Human Potential : You show the true potential of Humanity and gain bonus damage for every ally that is not Human/Kul tiran/Worgen/Undead in your party.

    Dark Knight - DPS

    The Dark Knights may not be paragons of human virtues, but their tragedy served both as a cautionary tale and an example of human tenacity. Acting as counterpart to the Blademaster, they unlock abilities when they successfully block attacks.

    Mastery : Scheming - Blocking attacks unlocks some abilities. This mastery increases the effects of those abilities.
    Horse mount : You fight mounted. Increases movement speed and armor.
    Strength in Adversity : After blocking an attack, you gain Resolve.
    Trample the Unclean : After blocking an attack, your horse goes in a straight line and stuns any enemy in the way.
    Vengeance : After blocking an attack, marks the enemy with Dark Intents.
    Wicked Vision : Far sight, but also an Area of Effects that marks enemies with Dark Intents.
    Dark Intents : You deal bonus damage to enemies marked with Dark Intents.
    Light in the Dark : Heal yourself or an ally, hit an enemy with Holy damage.
    Shockwave : Damages enemies in a straight line.
    Dark Avenger : Increase damage and armor, marks all nearby enemies with Dark Intents.

    Knight - DPS

    Knights form some of the highest orders in a human kingdom. Charged with the protection of their realm, its leaders and its people, their loyal steeds bring them wherever they are needed. Like the Orc Raider, this spec gets a few Support abilities by boosting their allies.

    Mastery : Leading by example - Blocking attacks reduces damages done to allies.
    Horse mount : You fight mounted. Increases movement speed and armor.
    Holy Vision : A Far sight spell taken from the Warcraft 2 era.
    Rally Banner : Resets the cooldown of your allies main movement ability.
    Trample : Move in a straight line, damaging and slowing down enemies on the way.
    Knightly Charge : Charges an enemy, dealing damage and increasing movement speed of nearby allies.

    Footman - Tank

    The backbone of any human army. They are trained to hold a solid line against the enemies of the Alliance, wherever they come from. They are a Tank spec that gets their resolve from knowing their allies are safe.

    Mastery : First Line - Blocking attacks grants absorption
    Hold your ground : Passive. You've got more chances to block when you stand still.
    Apprehending : Your Taunt ability.
    Arrest : Roots an enemy.
    Shield Wall : Passive. Proximity of nearby allies grants you bonus chances to block.
    Fulfillment : Damage done by nearby allies during this effect will grant you Resolve.
    On your Feet : Grants you some bonus absorption.
    Behind me ! : Grants absorption to nearby allies.

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    - Goblin - Leather - Gun, Bow, Crossbow - Int/Agi

    Ressource : Eurekas - Works similarly to Soul Shards. Some abilities charge them and others spend them.


    Common abilities
    Kaja’Cola : Drink it to generate Eurekas.
    Salvage : Consume grey items to increase damage or healing done by abilities.
    Kick in the Groin : Interrupt.
    I’ve Got You Oafs : Use other characters in your party as mount, even when they are mounted.

    Alchemist - Healer

    What's that about an ogre slave ? No, that's a thing of the past. This is a 100% consenting hobgoblin volunteer ! This spec distributes healing in close and medium range.

    Mastery : Kaja Cooler - Using abilities reduces the CD of Kaja’Cola
    Healing Spray : Channeled spell that grants Heal over Time to allies. Can be cast while moving.
    Acid Bomb : Reduces enemy armor and deals Damage over Time.
    Chemical Rage : Turns an ally into a hobgoblin, granting them bonus damage.
    Send the Intern : You summon an assistant who will automatically distribute healings to the most wounded allies.
    Transmutation - Enemy to Profit : Execution that converts the remaining HP of the target into money.

    Sapper - DPS

    Goblin Sappers are generally short-lived and go by two, to carry maximum destruction. Surviving multiple assignments as a sapper means you're doing something really right. Sappers deal medium range Fire damage, but have little mobility.

    Mastery : Kaja Pop - Kaja’Cola generates more Eurekas.
    Teammate : Passive. You get a sapper teammate that will carry explosives on the targeted area, throw bombs when you do and increase your digging speed.
    Trench Digging : Dig a trench from where you can throw bombs. Reduces damage taken but you're immobilized.
    Sapper Charge : Order your teammate to carry the explosives to the target. Click again to detonate the explosives and destroy your teammate... I mean, your target.
    Job Offer : Summons a new Teammate.

    Shredder Pilot - Tank

    Any shredder pilot is proud of their machine and its shredding efficiency, which they generally try to maximize by adding more buzzsaws. The mecha can tank a great deal of damage, and use enemies as fuel.

    Mastery : Lightly Shaken - Taking damage reduces the CD of Kaja’Cola
    Goblin Shredder : You are granted bonus armor and HP.
    Cup Holder : You get one more charge of Kaja’Cola.
    Buzzsaw : Inflicts bleeding damage to enemies in front of you.
    Buzzing Armor : Passive. Deals damage to enemies attacking you in melee.
    Flying Saw : Throw the buzzsaw on a straight line, making enemies on the way bleed.
    Go Go Mecha-Claw : Grabs an enemy with your claw.
    Compactor : Crunch your target, stunning them and damaging their armor.
    Furnace : Execution attack that turns your enemy into fuel for your machine. If the enemy dies, you gain bonus movement and attack speed.

    ---------------------------------------------------------------

    - Gnome/Mechagnome - Leather - Gun, Bow, Crossbow - Agi/Int

    Ressource : Spark of Imagination - Works like Energy, that you spend and regen quickly.


    Common abilities
    Tinkering : Consume craft components to reduce CD of abilities.
    Gamma Leper : You sacrifice a portion of your HP to emit radiations that damage nearby enemies. Spending Spark during this time will recover some HP, to mitigate the loss at the end of the effect.
    Kick in the Knee : Interrupt.
    Punted Gnome Revenge : Passive. You automatically jump an enemy that bumped you.

    Tinker - DPS

    Gnomes generally tinker with anything, but the Tinkers with a big T are mostly versed in engineering and bring all manner of gadgets, turrets and robots to the battlefield. The Tinker spec includes various protocols for their turrets : attacking the weakest enemy, the nearest, the one targetting you, your target...

    Mastery : Brainstorming - Members of your party increase your Spark generation.
    Gun Turret : A turret that deals direct damage to the designated enemy.
    Fire Turret : A turret that deals Fire damage to nearby designated and slows them.
    Electro Turret : A turret that deals Nature damage to the designated enemy and enemies nearby it.
    Repair Turret : Heals the damage on your turret.
    Prototype Ammo : Ranged attack with a rotation of effects (Slow, Bleed, Armor reduction)
    Forcefield : Allies in the target area take less damage.
    Supercombobulator : Grants a Heal over Time to an ally as well as a bonus to Versatility.
    Jumper Cable Bot : A Battle Rez
    Crowd Pummeling : Summons a mecha that grants you additional armor and HP. Any Turret you use while in the Mecha moves with you.

    Deep Diver - Tank

    During the Second War, the gnome submariners developed a variety of underwater combat gear and tactics. Tasked to return to relevant battlegrounds, they are now adapting their unique assets to fight in deeply hostile environments.

    Mastery : Under Pressure - Taking damage generates Spark.
    Diver Suit : Increases your armor and maximum HP.
    Reflective Plates : Reflects part of the magical damage you receive.
    Torpedo : Call on a torpedo launch to the target area.
    Drill : Inflicts bleeding damage and reduces the target’s armor.
    Harpoon Gun : Roots the target.
    Epicus Maximus : Summons the most epic being to ever exist. Deals damage to nearby enemies as well as reducing their movement and attack speed.
    Curse of a Thousand Souls : You unleash a rolling Fusion Core in a line in front of you. The Fusion Core deals Fire damages and bumps enemies on its way.

    Flying Ace - DPS

    Gnomes have had expert flyers for as long as the Second War and probably even longer. This spec relies a lot on the firepower and mobility of its flying machine, to bury its enemies under a deluge of bombs.

    Mastery : Head in the Clouds - Spark regeneration increases when you're in movement.
    Sky’s the Limit : Passive. Increases your maximum Spark.
    P.G.M. : Some abilities have you call your Personal Gyro Module. The P.G.M. grants you movement speed and armor.
    Repositioning (P.G.M.) : Fly away and airdrop yourself at the target area.
    Airstrike (P.G.M.) : You leave a trail of bombs while Repositioning.
    Heroic Landing : Passive. When airdropped, you deal damage to the enemies below you.
    Daring Maneuver (P.G.M.) : You push forward on the enemy to drop a rocket on their weak point. Deals damage and reduces the target’s armor.
    Good Ol’Wrench : Cleave attack. Melee range.
    Tactical Strike : AoE attack that leaves the enemy rooted.
    Ace Shot : Ranged attack that slows the target.
    Where Should I Drop You ? (P.G.M.) : You can take one passenger from your party while Repositioning

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    - Pandaren - Cloth - 2H Staff, 1H Mace, Axe, Sword, Off-Hand - Intelligence

    Ressource : Serenity - Similar to Astral Power, you generate it with your abilities and passively regen to a certain point.


    Common abilities :
    Sha : You become possessed by a Sha and can’t recover Serenity. All healing abilities become damage abilities.
    One Wise Monkey : Interrupt
    Celestials Teachings : Similar to the Zandalari racial : you chose one Celestial for a permanent buff.
    What’s the Mood ? : You can chose the Sha that possesses you, for a variety of effects.

    Lorewalker - Healer

    The Lorewalkers travel across Pandaria looking for secrets to unveil and provide wisdom to those who welcome them. Tales are brought to life when they speak, supporting their allies and confusing their enemies.

    Mastery : Escapism - Your Tale abilities generate more Serenity.
    Tale of the Talking Fish : While this story is active, nearby healers are granted a percent of their healing done.
    Tale of Zao : Deals Fire Damage over Time to an enemy. Once the effect expires, nearby allies gain a Heal over Time.
    The Burdens of Shaohao : Ability with a rotation of buff for you and your allies, related to the Sha vanquished by Shaohao.
    The Blank Scroll : Mass Rez. The heroes must win for the story to end.

    Chef - Healer

    For better or worst, Pandaren cooking chefs are renown all over Azeroth. Having one on the battlefield is a peculiar experience, but they are a surprisingly versatile asset, as long as you give them space to express their art.

    Mastery : Taste Test - A percentage of the healing done is granted to you.
    Cooking Table : When you stop moving, you pull a cooking table and start working. You cast your abilities faster while you stand in place.
    Sturdy wood : You flip the table to take cover from enemy attacks. Reduces damage from enemy and AoE alike. Doesn't interrupt your cooking cast.
    Friendly Neighborhood : Summon the farmers of Halfhill to assist you. They came with fresh ingredients, so your abilities have a reduced CD while they are here.
    Nomi’s Disciple : Deals Fire damage to enemies in melee range.
    Knife Juggler : Deals bleeding damage to the target.
    Instant Noodles : Instant heal, little amount.
    Feast of the Champions : The feast you prepare with your Cooking Profession now persists after death.

    Guardian of the Golden Lotus - Healer

    Ever since the gates to the Vale of Eternal Blossoms have been opened, the Golden Lotus had to face all matter of threats to their mission. Some have taken the initiative to venture beyond the borders of the Vale and face the threats before they reach their sacred grounds.

    Mastery : Calm Waters - Your healings are improved by the amount of Serenity you had when you cast them.
    Water of the Vale : Base healing, with a Heal over Time.
    Courage of Lei Shi : Increases the duration of your Water of the Vale's Heal over Time.
    Drops of Immerseus : Multi-target healing.
    Blessing of Niuzao : Damage reduction on nearby allies.
    Blessing of Xuen : Grants Absorption, deals damage around when expires.
    Blessing of Chi ji : Heal over Time that jumps to a nearby ally when expired.
    Blessing of Yu Lon : Instant heal on an area.

    ---------------------------------------------------------------

    - Worgen - Mail - Gun, Bow, Crossbow, 1H Swords, Axes, Fist Weapons - Agility

    Ressource : Instincts - Works like Rage in Worgen form and like Focus in Human form



    Common abilities
    Human & Beast : Some abilities will turn you into a worgen, others into a human.
    Tooth & Claw : Even when you have a Gun equipped, your worgen form will attack in melee.
    Going for the Throat : Interrupt.
    Savage Leap : Leap forward and take Worgen form.
    Evade : Roll back and take Human form.

    Bloodfang - DPS

    Bloodfangs are individuals who passed a point of no return in the Curse. The ability to take human form is out of their reach and soon their human mind will be too. This spec only attacks in Melee to inflict bleeding damage and can only wear Fist weapons.

    Mastery : Feral Spirit - Spending Instincts grants you Critical Hit chance.
    Bloodthirst : You heal for part of the damage you deal.
    Feral Beast : Passive. You can’t turn back into human form.
    Evade becomes Flank : Roll back, leaving the enemy slowed and bleeding.
    Tear the Flesh : Inflicts bleeding damage.
    Rip the Flesh : Attack that also consumes bleeding effects to deal their remaining damage instantly.
    Bane of the Satyrs : You can Track Demons.
    Bloodscent : A bleeding target can’t hide from you.
    Goldrinn’s Howl : Grants your allies bonus movement speed and Critical Hit chance.
    Aberration : Passive. Reduces the duration of poisons and curses.

    Curse Hunter - DPS

    Once human in the confidence of worgen incursions, they now use their disciplined mind to master their inner beast and only unleash it when they see fit.

    Mastery : Balanced Spirit - You gain Critical hit chances in Worgen form and Instincts regeneration bonus in Human form.
    Monster Hunting : You can Track Beasts.
    Relentless Tracker : Passive. Marked target can’t hide from you.
    Acute Senses : A gunshot in Worgen form that is always a critical hit.
    Precise Strike : A melee strike in Human form that generates focus.
    Disciplined Mind : Passive. Reduces the duration of Charm, Fear, Sleep effects.
    Silent Quarry : Execution that resets its own CD if the target dies.

    Watcher - DPS

    Watchers of the Greymane Wall were the first line of defense in Gilneas. Although the Wall was never closed again, their duty remains. This spec is mostly ranged DPS and while they can take their worgen form, they have little use of it.

    Mastery : Gilnean Spirit - Spending Instincts grants you bonus Versatility.
    Keen eye : You can Track Humanoids.
    Greyguard Training : Passive. Switching form reduces the CD of the appropriate abilities.
    Watcher on the Wall : Passive. Increases the range of your abilities.
    Pride of Gilneas : Passive. Reduces the duration of movement impairing effects.
    Gilnean Powder : Passive. Evade also triggers a shot that pushes enemies back.
    Ironic Trap : Hurls a wolf trap at the enemy to root them.

    ---------------------------------------------------------------

    And that's it for what I actually tried to put together to showcase the idea. For those curious, here are the archetypes I intended to use for the other races :

    Tauren and Highmountain : Chieftain (Tank), Totemic (DPS), Spirit-walker (Healer). Those last two spec seem redundant with the Shaman Hero Talent (Totemic and Farseer) but the Tauren Totemic will mostly be about smashing people with their totem and calling the aid of totem animals, while the Spirit-Walker will call ancestors as well as letting them possess their body.
    Trolls and Zandalari : Shadow Hunter (DPS with Support elements), Dire troll (Tank), Head hunter (DPS). I do think having the ability to turn into a Dire Troll would be really fun.
    Undead : Necromancer (DPS), Apothecary (DPS), Dark Cleric (DPS). The twist would be that all three specs are healers if the target is an undead.
    Blood Elves : Blood Mage (DPS), Dark Ranger (DPS), Spellbreaker (DPS). They would be mail, which obviously is a problem for Blood Mage. But again, cosmetic sets will save the day.
    Vulpera : Guide (DPS with Support elements), Explorer (DPS), Protector (DPS). I chose to focus on the Volduni vulpera and thus the spec correspond to the archetype of three of their heroes : Kiro, Meerah and Nisha.
    Dwarves and Dark Iron : Mountain Thane (Tank), Mortar Team (DPS), Runemaster (Healer). Their common abilities would include reference to their craft and probably beer.
    Night elves : Sentinels (DPS), Warden (DPS), Priestess (Healer). Priestess would lean on the DPS side similarly to the Disc spec, though.
    Draenei / Lightforged : Vindicator (Tank), Artificer (DPS), Auchenai (DPS). Luckily draenei lore is rich enough to not have a spec that is just a freakin Vigilant.
    Nightborne : Spellblade (Tank), Astromancer (DPS), Chronomancer (Heal). I guess I'll have a hard time differentiating the Chronomancer from the Evoker healer. Common abilities would include arcwine and certainly something about the arcan'dor.
    Kul Tiran : Privater (DPS), Outrigger (Tank), Tidesage (Healer). The Outrigger would be a fun spec to imagine, as bold monster hunters.
    Void elves : Riftblade (Tank), Riftwalkers (DPS), Riftwarden (Healer). It seems void elves have even less to work with than the vulpera.

  2. #2
    Hm...got loads of ideas, and racial abilities and how they add to the chosen spec was always part of them.
    “But this isn’t the end. I promise you, this is not the end, and we have to regroup and we have to continue to fight and continue to work day in and day out to create the better society for our children, for this world, for this country, that we know is possible.” ~~Jon Stewart

  3. #3
    Quote Originally Posted by Shadowferal View Post
    Hm...got loads of ideas, and racial abilities and how they add to the chosen spec was always part of them.
    You mean the current racial traits interacting with the different racial spec ? Don't hesitate to share ! I didn't really take this angle, so it'd be nice to hear.

  4. #4
    I'm a bit confused about the concept since there's no clear setup for what this actually is.

    So is this a new Class concept for specific races? Or is it multiple new Classes? I guess I'm a bit confused over the lack of a name for the specific Class, while we have names for what I suppose are the Specs.

  5. #5
    Quote Originally Posted by Triceron View Post
    I'm a bit confused about the concept since there's no clear setup for what this actually is.

    So is this a new Class concept for specific races? Or is it multiple new Classes? I guess I'm a bit confused over the lack of a name for the specific Class, while we have names for what I suppose are the Specs.
    I had spent so much time on the concept itself it seems I forgot to give it a proper intro. Well that's a good question, then !

    It's actually multiple new classes specifically made for one or two given races. They don't have a name because they are literally "Orc, the Class" or "Gnome, the Class" and the spec can sometimes go in very different directions. The only common theme being the race, they don't really have a name per se. They are a class of Paragons of a race's culture.

    I didn't really think of how they would be unlocked, but I imagine something similar to the Heritage Armors, focusing on the way of life of the playable races.

  6. #6
    I really like the worgen one playing with both of the forms, feels like it could truly justify being a race locked class ala Evoker

  7. #7
    Interesting concept but I don't think they could balance this where PVP is concerned.

  8. #8
    Quote Originally Posted by DatToffer View Post
    You mean the current racial traits interacting with the different racial spec ? Don't hesitate to share ! I didn't really take this angle, so it'd be nice to hear.
    Well, I've posted about this earlier...
    Quote Originally Posted by Shadowferal View Post
    The racial quests in my revision are a not-too-small exploration of the racial divides in the game. Even the divisions of race are something I'd look at. (Dwarf Stormpike clan, Wildhammer clan, as an example)
    Beliefs, cultures, and understanding them reinforce that core "you." As a result racial abilities become more potent. (Stormpike mounts may be faster, Wildhammer weapons may hold a "storm hammer" effect...)
    I've posted earlier of the Darkspear trolls and the "darkspear" that is part of their heritage. And being the singular race that embraces the "primitive" archetype, the racial quests should reveal quite the opposite. (I'll be borrowing heavily from recent Mayan discoveries. My revision of the Troll Wars will be just that.)
    Specifics will deal with racial history and the "why" of racial abilities...and core characters that make up that history. The "spear," the "hammer," the "shield," etc, will become archetypes for legends to be built on.
    Quote Originally Posted by Shadowferal View Post
    The system should be intertwined with respective cultures. A system that reflects back on the history of that race. Racial pride should matter. If you're not a proud [insert race here] then you should reconsider the "fun" in your character.
    Quote Originally Posted by Shadowferal View Post
    Things get a retread every few months it seems;
    As I posted earlier, I was playing with the idea of a 4th smaller talent tree for racial abilities that would kick in every 15 levels....just playing however.
    I envisioned it as a smaller window next to the three talent tree. Say...a darkspear troll, with his "darkspear" which would be part of his cultural specific weapon. And since he's also a hunter a related proc might be chosen...
    Quote Originally Posted by Shadowferal View Post
    Racial specs is an idea I had to aid in filling in some cultural aspects. It'd be a separate smaller window that'd kick in every 15-20 levels. A little something that would change the appearance as well as make more effective certain talents depending on class.
    Case in point, forsaken tend toward a ghoulish form, but it shouldn't be the only undead form. Say if you're more a melee class, at the 10th level starting point (that may change), you'd opt for an abomination, as "Stitches" is. Gain that hook and chain at a higher level...among other racial spec-abilities. (As an extra arm) There'd be separate stories involving being an A-bomb...and how such fit in with other "enlightened" undead.
    All of this goes back to how leveling worked for me and finding out more about the world around me, getting experience (points) even as I reveal the map. But reworked so it all starts with you...you're "born" into this race, you get the quests that tell you more about history, good and bad, (whether it's truth or not), you get to know why you're culturally biased/predisposed towards certain races.
    “But this isn’t the end. I promise you, this is not the end, and we have to regroup and we have to continue to fight and continue to work day in and day out to create the better society for our children, for this world, for this country, that we know is possible.” ~~Jon Stewart

  9. #9
    Quote Originally Posted by bruxx View Post
    I really like the worgen one playing with both of the forms, feels like it could truly justify being a race locked class ala Evoker
    Thank you ! The idea was to have a worgen-leaning spec, a human-leaning one and a balanced one. I almost made the Watcher full human, but I thought it would completely defeat the point of playing a worgen.

    Quote Originally Posted by Redwyrm View Post
    Interesting concept but I don't think they could balance this where PVP is concerned.
    Certainly xD The day I come up with a concept that passes the balancing test, I'll screenshot the excel sheets. I mostly do this kind of thing for fun and exploring ideas I find cool.

    Quote Originally Posted by Shadowferal View Post
    Well, I've posted about this earlier... All of this goes back to how leveling worked for me and finding out more about the world around me, getting experience (points) even as I reveal the map. But reworked so it all starts with you...you're "born" into this race, you get the quests that tell you more about history, good and bad, (whether it's truth or not), you get to know why you're culturally biased/predisposed towards certain races.
    I see ! It's pretty interesting to have that in parallel of the player progression. It would do a great change of pace in the lvling experience and a nice way to introduce the race you play.

    If it adapts to the class you play and takes into account the inner factions of the race, it would be good for worldbuilding too. You were thinking not only about adding to the class, but also upgrading the racial traits in some way ?

  10. #10
    Quote Originally Posted by DatToffer View Post
    If it adapts to the class you play and takes into account the inner factions of the race, it would be good for worldbuilding too. You were thinking not only about adding to the class, but also upgrading the racial traits in some way ?
    Yes.
    In some cases it would depend on the "sub-race" as in the Forsaken when you get the option as to which undead you want to be.
    In other cases race and culture kicks in, as to the Wildhammer where half the priests are priests of Thor...er..Thorim. (Or "shaman" of the storm. I'm playing around with archetypes in fantasy.) I'm still working on keeping the racial abilities separate from the class structure. Race and culture should affect class. And sometimes that's to the detriment of other races that want to play that class...presuming they can.
    “But this isn’t the end. I promise you, this is not the end, and we have to regroup and we have to continue to fight and continue to work day in and day out to create the better society for our children, for this world, for this country, that we know is possible.” ~~Jon Stewart

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